using System;

namespace UnityEngine.EventSystems
{
	public class BaseInput : UIBehaviour
	{
		public virtual string compositionString
		{
			get
			{
				return Input.compositionString;
			}
		}

		public virtual IMECompositionMode imeCompositionMode
		{
			get
			{
				return Input.imeCompositionMode;
			}
			set
			{
				Input.imeCompositionMode = value;
			}
		}

		public virtual Vector2 compositionCursorPos
		{
			get
			{
				return Input.compositionCursorPos;
			}
			set
			{
				Input.compositionCursorPos = value;
			}
		}

		public virtual bool mousePresent
		{
			get
			{
				return Input.mousePresent;
			}
		}

		public virtual Vector2 mousePosition
		{
			get
			{
				return Input.mousePosition;
			}
		}

		public virtual Vector2 mouseScrollDelta
		{
			get
			{
				return Input.mouseScrollDelta;
			}
		}

		public virtual bool touchSupported
		{
			get
			{
				return Input.touchSupported;
			}
		}

		public virtual int touchCount
		{
			get
			{
				return Input.touchCount;
			}
		}

		public virtual bool GetMouseButtonDown(int button)
		{
			return Input.GetMouseButtonDown(button);
		}

		public virtual bool GetMouseButtonUp(int button)
		{
			return Input.GetMouseButtonUp(button);
		}

		public virtual bool GetMouseButton(int button)
		{
			return Input.GetMouseButton(button);
		}

		public virtual Touch GetTouch(int index)
		{
			return Input.GetTouch(index);
		}

		public virtual float GetAxisRaw(string axisName)
		{
			return Input.GetAxisRaw(axisName);
		}

		public virtual bool GetButtonDown(string buttonName)
		{
			return Input.GetButtonDown(buttonName);
		}
	}
}
